Back in regular Mirrodin, my only way of being able to compete in tournaments while not giving into spending gobs of money trying to get affinity built was to build RG. The two combined colors give you fat creatures, speedy creatures, artifact hate, burn, pump spells, mana acceleration. Although this format is not as artifact-centric as the pervious Mirrodin format was, I still think there are ways to bring this color combination together to shut down some of the popular mainstream decks.
I've been trying this version out, and honestly haven't been having a lot of success with it. Still, I'm stubborn, and still believe that this deck may have potential. So far, here are some cards floating around in my head:
Beast Within: Solid form of removal for green, takes down anything. I should definitely make room for this...
Spikeshot Elder- Another 1 drop, takes down weenies, but the ability is slow and has an awkward cost in a 2 color deck.
Moltensteel Dragon- A fatty that flies, can get pumped, and I can get out on turn 3 by losing 4 life and having a sphere. He also helps with metalcraft. However, he dies to a lot of stuff, BUT I do like the fact that he doesn't die to Go for the Throat.
Copperline Forger- 2 mana drop with a friendly casting cost that can later become a 4/4.
Swords- A nice way of making my guys more effective, and dying to cards.
Vault Skirge- Can get him out first turn, lifelink, helps with metalcraft, can get bigger.
Horizon Spellbomb- Might be a better option than Emissary for its' abliity to help with metalcraft, while also being a land searcher and a form of card draw.
Hex Parasite- Very useful against Tez control.
Immolating Soul Eater- Helps with Metalcraft, nice 2 drop incase you're land hosed.
Green Suns Zenith- Nice way of looking for that scrapmetler to help get rid of artifacts, or to find that Phoenix to finish the game.
Viridian Corrupter- Another nice way of killing artifacts, but I don't like the 2 green CC, plus the infect is not very useful to me.
Mutagenic Growth- A nice way to suprise your opponents.
Piston Sledge- Helps speed up the attack while allowing myrs to sac and take care of weenies.
Myrs- Accelerators that can deal some beats late game. However, if drawn late game at a crucial moment they're nothing but a huge inconvenience.
Furnace Scamp- Another quick 1 drop that can dish out some pain if necessary.
Batterskull- Only reason why it's not in the deck is because I'm poor. That's the ONLY reason. Yes, it should be in.
Myr Superion- I'd have to add some mana producers to pull it off...but it could be worth it.
Invader Parasite- Slow, but I can't turn down some land removal.
Flayer Husk- Cheap 1 drop that makes creatures bigger later on.
3 Signal Pest
3 Viridian Emissary
3 Oxidda Scrapmetler
2 Kuldotha Phoenix
4 Perlious Myr
2 Koth of the Hammer
4 Sphere of the Suns
3 Red Suns Zenith
4 Galvanic Blast
3 Darksteel Axe
2 Shatter
2 Contested War Zone
9 Mountain
8 Forest
3 Into the Core
3 Arc Trail
3 Ratchet Bomb
2 Vulshok Refugee
I've been trying this version out, and honestly haven't been having a lot of success with it. Still, I'm stubborn, and still believe that this deck may have potential. So far, here are some cards floating around in my head:
Beast Within: Solid form of removal for green, takes down anything. I should definitely make room for this...
Spikeshot Elder- Another 1 drop, takes down weenies, but the ability is slow and has an awkward cost in a 2 color deck.
Moltensteel Dragon- A fatty that flies, can get pumped, and I can get out on turn 3 by losing 4 life and having a sphere. He also helps with metalcraft. However, he dies to a lot of stuff, BUT I do like the fact that he doesn't die to Go for the Throat.
Copperline Forger- 2 mana drop with a friendly casting cost that can later become a 4/4.
Swords- A nice way of making my guys more effective, and dying to cards.
Vault Skirge- Can get him out first turn, lifelink, helps with metalcraft, can get bigger.
Horizon Spellbomb- Might be a better option than Emissary for its' abliity to help with metalcraft, while also being a land searcher and a form of card draw.
Hex Parasite- Very useful against Tez control.
Immolating Soul Eater- Helps with Metalcraft, nice 2 drop incase you're land hosed.
Green Suns Zenith- Nice way of looking for that scrapmetler to help get rid of artifacts, or to find that Phoenix to finish the game.
Viridian Corrupter- Another nice way of killing artifacts, but I don't like the 2 green CC, plus the infect is not very useful to me.
Mutagenic Growth- A nice way to suprise your opponents.
Piston Sledge- Helps speed up the attack while allowing myrs to sac and take care of weenies.
Myrs- Accelerators that can deal some beats late game. However, if drawn late game at a crucial moment they're nothing but a huge inconvenience.
Furnace Scamp- Another quick 1 drop that can dish out some pain if necessary.
Batterskull- Only reason why it's not in the deck is because I'm poor. That's the ONLY reason. Yes, it should be in.
Myr Superion- I'd have to add some mana producers to pull it off...but it could be worth it.
Invader Parasite- Slow, but I can't turn down some land removal.
Flayer Husk- Cheap 1 drop that makes creatures bigger later on.